Microsoft DirectX 8.1 (Visual Basic) |
Returns an indexed blended mesh.
object.ConvertToIndexedBlendedMesh( _ Options As Long, _ AdjacencyIn As Any, _ PaletteSize As Long, _ AdjacencyOut As Any, _ RetNumBoneCombinations As Long, _ RetBoneCombinationTable As D3DXBuffer, _ pFaceRemap As Any, _ VertexRemap As D3DXBuffer) As D3DXMesh
Returns a D3DXMesh object, representing the blended mesh.
If the method fails, an error is raised and Err.Number can be set to E_OUTOFMEMORY or D3DXERR_INVALIDMESH.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
This method takes a skin mesh and converts it into an indexed blended mesh using the Microsoft® Direct3D® indexed vertex blending functionality. Indexed vertex blending uses indices to index into a matrix palette. For more information, see Geometry Blending. Converting a skin mesh into an indexed blended mesh enables you to render the mesh in a single drawing call.
The following code fragment shows how to use a D3DXBuffer object to pass adjacency information.
Dim Opts As Long Dim D3DXbAdjacencyIn As D3DXBuffer Dim PalSize as Long Dim D3DXbAdjacencyOut As Any Dim NumBC As Long Dim RetTable As D3DXBuffer ' This code fragment assumes that all arguments ' have been properly initialized. Call D3DX8.ConvertToIndexedBlendedMesh(Opts, ByVal D3DXbAdjacencyIn.GetBufferPointer, _ PalSize, D3DXbAdjacencyOut, NumBC, RetTable )